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Topics - BlackGyver

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Bugs / Uncanny dodge not working against Dirty Kick
« on: December 24, 2015, 06:11:02 am »
Description of Uncanny Dodge says "Dodge the next X regular or special melee attacks targeted against you". Description of Dirty Kick mentions "[...] a special melee attack [...]". However, Uncanny Dodge doesn't actually seem to prevent Dirty Kick from landing.

2
Bugs / Suspicion bar in pickpocket menu not updating on some NPCs
« on: December 21, 2015, 03:54:41 pm »
As the title puts it, the suspicion bar doesn't empty on some NPCs, no matter how much time has passed. Captain Svana (SGS docks), Bisson (SGS Lower Underrail) and Damian (SGS Lower Underrail) are three such afflicted NPCs in my game.

3
General / Fishing limit of 3 catches?
« on: December 21, 2015, 02:29:37 am »
Whenever I set my fishing rod in a pool, I can't have more than 3 catches, ever, per body of water/water zone until I wait some time away from the area. Is this normal? How do the fishing mechanics actually work in that regard?

Fishing already isn't a very exciting mechanic, but at least there are rewards to it. With a catch limit and having to deploy your fishing rod on top of it, it makes for some very tedious fishing sessions.

Any information appreciated, whether from experienced players or a dev!

4
General / Where's Jack Quicksilver ? [MINOR SPOILERS]
« on: December 12, 2012, 07:37:25 pm »
You can get a mission from the shady merchant in the Cantina; he asks you to deliver a package to the warehouses south of the GMS Compound. Upon getting there, a group of bandits asks to see the package, say it's a "Decoy", and effectively attack you. After that, nothing; I don't have anyone to bring to package to, and the quest stays open.

Am I supposed to track him down, did I miss him somewhere ?

5
Bugs / Swapping weapons in combat
« on: December 12, 2012, 10:57:11 am »
Noticed this bug earlier; when you drag your left hand weapon on your right hand weapon in combat (or the other way), the weapon you drag and drop "overwrites" the other one, effectively making it disappear.

6
General / After the Armadillo [SPOILERS]
« on: December 12, 2012, 10:45:20 am »
Well, I finally completed the mutant zone, brought back the Armadillo and I'm told that they don't need me for the moment and that I should get some rest. Is this where the Alpha ends or did I miss something ?

Any information welcomed.

7
Bugs / The fishing rods of eternal wealth
« on: December 10, 2012, 12:49:09 am »
No, it's not a D&D magical item, it's an exploit.

A lot of hobos around the Junkyard have some fishing rods set up near the bodies of water next to them. Some of those fishing rods can be taken by the player (without even stealing them). Now, not only do these fishing rods sell for a hefty price (600), but the hobos seem to have enough on them to replace them every time you change zones and back.

That's right. Infinite fishing rods for infinite money.

Those hobos sure are generous.

8
General / Where's Eddy ? (Depot B) [MINOR SPOILERS]
« on: December 09, 2012, 11:09:13 pm »
I'm supposed to give a keycard to some guy named Eddy, in Depot B (somewhere in Junkyard), this is part of the quest to get a replacement part for the Armadillo by asking to the Scrappers leader. Thing is, I don't know where the Depot B is, and I can't find Eddy.

Any tips ?

Thanks in advance.




Edit: added a warning for spoilers in the topic subject, even if minimal.

9
Bugs / Guards and telepathic communication
« on: December 09, 2012, 07:19:40 pm »
Here's the scene: the gambling club in the Junkyard (an uncontrolled zone), me hidden behind the guard in the surveillance room, nobody to watch the crime, and a guard soon dead by loss of blood (cut-throat and a few melee blows). "Easy peasy", I tell myself. Surely nobody would be able to trace this back to me, there wasn't even a gunshot !

Wrong. Before dying without even acting, the guard sent a mental distress call to the whole Junkyard, and soon - as if by magic - everybody seems to know I killed the guy. Leaving me with no other option than to go back in time and let him live. Damn.

Can someone explain this to me ? Is this an intended behavior ?


10
Bugs / Skynet's plans foiled by a door
« on: December 09, 2012, 07:10:37 pm »
In the GMS compound mission, where you need to unlock a room, you go through a level infested with robots (alright, there's only three of them, but those guys are a pain in the ass). I couldn't get past them, and a few rage-inducing moments later, I found the solution; doors.

Robots can't open doors, and you can. Making very viable a tactic consisting of:

-Opening the door
-Aimed shot
-Closing the door
-Wait 3 turns (Aimed shot CD)
-Repeat

Is this an intended behavior ? Is this worth fixing ? I don't know, but it certainly made fighting them a whole lot easier.


Edit: spelling

11
Bugs / Cave Hoppers not fleeing through the cracks
« on: December 09, 2012, 07:04:20 pm »
A couple screens south of the Junkyard, there's an area with some Cave Hoppers jumping around, eating shrooms, nothing unusual so far.

The thing is, once they see me, they rush for a crack in the wall and ... get stuck in front of it. They just stand there, not being able to pass through, making Cave Hopper collection a very easy task. Have they become morbidly obese from eating too many mushrooms, or is this a bug ?


Edit: spelling

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